Paladin Steel/Wroclaw IronBody ‘Maczek’ Full Conversion Cyborg(aka ‘PanzerBoy’, ‘Tank-Knight’, ‘Czolg-Mycerz’, ‘Kursk’ , ‘Tank-Chair’)
http://i408.photobucket.com/albums/pp164/taalismn/img117copy_zpsc766136a.jpg “TANKS! BEAT! EVERYTHING!”
---Anonymous(presumably a tanker)
“It took just about everything I had, plus an on-the-spot minefield---careful, I still haven’t recovered some of them---but I just bagged me this here hunk of Donetsk cybertrash! You can have what’s left of his brain for interrogation, but I claim salvage rights on the chassis, especially the shoulder gun! I worked for it, I earned it, and I mean to mount it for my own!”
---Plutonowy Tadeusz Szanajca, Polish ‘Maczek’ Full Conversion Cyborg Militiaman, after a run-in with Orloff raiders.
“Taste the wrath of the Polish People’s Mechanical Collective, you inhuman monsters! A plasma fire in your guts, burning hot metal in your limbs, and the cracking of your bones beneath our thunderous treads! Damnation to you, and may our righteous vengeance visit eternal agony unto you even in whatever hell that welcomes you back!” ---Anonymous Maczek-conversion soldier during a purge of a Brodkil encampment along the Vistula River.
This full-conversion cyborg is a fairly early and crude design originating in Poland. It is generally regarded as having been influenced by the Russian heavy cyborg designs of the East, translated into the available technology in the Polish enclaves.
The Maczek trades the mobility of a bipedal chassis for the heavy armor and towing capacity of a treaded chassis. A fairly conventional Heavy Machine humanoid cyborg upper torso is grafted, centaur-style, to a tracked lower body. The tracked locomotion severely limits the cyborg in leaping, climbing, and high-speed running abilities, but the wider treads and lower tread pressure allow the cyborg superior traction and better ability to traverse soft ground and heavy snows.
Sometimes called the ‘tractor ‘borg’, the Maczek is most notable for the large pivot mounting on the back of the tread chassis. This can be used as a tow-hitch, but it can also be used to mount a light artillery piece. The cyborg’s upper torso can swivel completely around to service the weapon. While the rear mount doesn’t provide the same arc of fire as a shoulder-mounted heavy weapon, it is more stable, has fewer problems with recoil, and can mount heavier weapons without fear of toppling the cyborg over.
The Maczek is also sometimes derisively nicknamed ‘wheelchair ‘borg’ or ‘half-bot’, and is generally regarded as a less expensive alternative to a fully biped Heavy Machine cyborg. It’s joked that the cyberdocs only have to make/buy half the usual amount of advanced bionic limbs, with the rest, the treaded lower body, coming from less sophisticated vehicle assembly lines. For the many seriously maimed Polish warriors, though, even the limited mobility capabilities of the Maczek and snide remarks it attracts are a fair tradeoff for the heavy armor, armament, and ability to get back into the fight for them. After the Razing of Wroclaw, especially, the number of Maczek conversions have increased, in particular among those maimed in the monsters’ campaign, and who, for whatever reason, could not afford or qualify for the NGR’s own full cyborg conversion programs.
There have been reports occasionally of encounters between Polish Maczek cyborgs and the Russian Warlord Orloff’s ‘Holocaust’ assault cyborgs. As both use similar(if not IDENTICAL) tracked chassises, the two ‘panzer-borgs’ tend to see each other as rivals, and the bloody clashes in Carpathian Mountain passes are fueled as much by personal rivalry as by territorial aggression. While the Maczeks tend to be less well armored and armed compared to the Russian ‘borgs, they’re also slightly faster and lighter, and their ability to mount heavier and longer-ranged weapons often gives them the reach on Orloff’s soldiers. However, if the fearsomely armed Russians can close with their Polish rivals, the fight more often goes to Orloff’s maniacs.
Besides combat operations, the Maczek is popular as a labor and mining cyborg conversion, its tough frame and towing capacity making it popular as a stevedore in ports and mining facilities.
Paladin Steel produces its own version of the Maczek(courtesy of several immigrants), updated with their own technologies, so the design is available in North America. The ‘tank-centaur’ configuration isn’t quite as popular as a permanent cyborg frame conversion, but the design still has its fans and adherents, especially for those wanting to tote around seriously heavy firepower. Paladin Steel is also working on a fully robotic version, using the AI systems from their ‘Magnus’ Infantry Drone series.
Type: PR/PS--FC-15 Maczek
Class: Full Conversion Borg
Crew: One volunteer
M.D.C. By Location:
Hands(2) 60 each
Arms(2) 120 each
*Head 150.
**Upper Torso 250
Lower Torso 250
Treads(2) 120 each
Heavy Weapons Mount 100
(Optional) Armored Ammunition Panniers(1-2) 100 each
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Depleting the M.D.C. of the upper torso will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.
Note: The Maczek’s upper torso be fitted with any additional armor up to HEAVY Cyborg Armor
Speed:
Running: 85 mph max. Maximum speed can be maintained indefinitely.
Jumping: Not possible
Flying: Not possible
Underwater: The Maczek CANNOT swim, but sinks like a rock. It is limited to crawling along the bottom at 8 MPH, maximum depth of 3,000 ft.
Statistical Data:
Average Height: 8 feet
Width: 7 feet
Length: 9.9 feet
Weight: 3 tons.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24,.
Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to
bio-manipulation
+3 initiative
+5 strike/parry
+3 dodge (mobility is limited by the non-bipedal lower torso)
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%
Special Skills/Training---Use standard 'Borg, Mining ‘Borg, or Heavy Machine.
Black Market Cost: 3.4 million credits with all standard features, weapons,
and sensors.
Standard Bionic Features
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
1. Bionic lung with gas filter & storage cell
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyrocompass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and sound filtration systems.
Special Features:
*Tow-Hitch---Under the pintle-mount on the rear deck of the lower body is a trailer tow hitch that can be used to haul trailers(often extra ammunition for the cyborg’s heavy weapons) or sledges. Can haul up to 7 tons.
*(Optional) Armored Ammunition Panniers---One or two armored cases can be mounted on the sides/upper deck of the tank-torso, for holding ammunition for the rear guns(if any), or additional cargo. Each can hold up to 300 lbs of cargo, and are roughly 5 ft long by 2 ft in diameter. They can be detached and thrown off if need be.
*Upper Torso 360-degree Swivel
Weapons Systems:
1)Heavy Pintle----- Mounted on the backside, behind the centaur upper torso, is a large pintle mount that can be used as a large trailer hitch, but is more often than not used to mount an excavation tool or heavy weapon. The cyborg can swivel its upper body completely around to service and man the weapon. The advantages of this mounting are that fairly heavy weaponry can be carried and fired, and problems of recoil and stabilization that might attend a shoulder-mounted placement are negated. The downsides of the mounting are that while the weapons have some extra play side to side and up, the rear mounting means the cyborg has to mount their entire body to bring the rear-pointing guns on target.
The following are a few of the more common and popular weapons/systems mounted by both Polish and North American Maczeks. The Polish have also discovered that the same weapons packages used by the NGR’s Jaegers can be easily mounted on the Maczek(something other cyborgs would have great difficulty doing), and both battlefield salvage and copies of these systems are appearing among the cyborgs(Triax is of mixed feelings about the reuse of their weapons in their manner, considering their source). More often, the heavy pintle has been seen mounting one or two Russian cyborg weapons, or even salvaged Gargoyle Empire weapons, such as the WR-100 Giant Laser Rifle, or the WR-200 Giant Rail Gun. Mortars, up to 60mm, are also popular fitouts for these cyborgs.
In North America, the pintle is often used to mount a Gun Loc II weapons bundle.
a).50 Caliber Machine Gun(2)---The old reliable ‘Fifty’. The Polish equivalent is the Russian-designed 12.7mm DShK, still in production long after the fall of the Golden Age.
Weight: 35 lbs
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 300 rd box magazine per gun. Each cargo pannier can hold an additional 3,000 rounds.
Cost: 8,000 credits
b)PS-M136 7.62mm Mini-Gun(2)---Twin six-barrel gatling guns can be mounted for serious ‘spray and pray’ ripping firepower.
Weight: 35 lbs+ ammo drum(a full 4,000 rd drum can weigh 160 lbs)
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt. Each cargo pannier can hold an additional 4,000 rounds.
Cost: 27,000 credits
c) 20mm Autocannon(2)
Range:(20mm)4,000 ft, 7,200 ft for the Model 2N
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1,000 rd drum. Each cargo pannier can hold an additional 1,000 shots.
Cost: 40,000 credits. 50,000 credits for the Model 2N
d)30mm Autocannon(2)---Twin mounting, based on German weapons. This weapon is known in North America as the *PS-862 AC Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the TriaxTX-862FC)
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire: EPCHH
Payload: 800 rds, 400 rds per cannon. Each cargo pannier can hold an additional 400 shots.
Bonuses: Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner
Cost: 500,000 credits
e)40mm Autocannon(1)-----*PS/FA-A9 2-pounder (40mm)Autocannon
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: Box magazine of 200 rounds. Each cargo pannier can hold an additional two box clips(400 rds total).
Cost: 150,000 credits
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE
f)40mm Autocannon(B)(1)----A popular anti-aircraft weapon.
Range: 2.6 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius
(Armor Piercing Tracer) 5d6 MD single shot
(High Explosive Tracer) 4d6 MD to 10 ft blast radius
Rate of Fire: EPCHH
Payload: 200 rounds. Each cargo pannier can hold an additional 200 shots
Cost: 300,000 credits(ammunition costs extra)
g)Mass Driver Cannon(1)---The old 60mm Paladin Steel Snapfire artillery weapon.
Range:(Direct Fire Mode): 6000 ft
(Artillery Mode) 2 .5 miles
Damage:(Direct Fire Mode) 3d6x10 MD, no blast radius
(Artillery Mode) Everything within the 30 ft blast radius takes 2D6x10 M.D. and has a 75% chance of being knocked flat.
Rate of Fire:(Direct Fire Mode) EPCHH
(Artillery Mode) Three times per melee
Payload: 20 rds. Each cargo pannier can hold an additional 16 shots
Bonuses/Penalties: +1 strike in direct fire mode. -2 to strike in Artillery mode.
Cost: 250,000 credits
h)75mm Howitzer(1)---Based on a pre-Rifts WW2-vintage German infantry cannon
Range:13,000 ft
Damage: Smoke Rd: Smoke in a 30 ft area
Foam Rd: Designed for firefighting. Covers a 15 ft area in fire-retardant foam.
High Explosive Rd: 8d6 MD to 10 ft area
Armor Piercing Round: 1d6x10 MD to 3 ft area
Plasma Rd: Does 1d8x10 MD to a 6 ft blast radius.
Rate of Fire: EPCHH
Payload: Single shot, hand-loaded
Each cargo pannier can hold an additional 12 rounds
Cost: 150,000 credits.
i)30mm Grenade Launcher(1)---Based on a pre-Rifts Soviet weapon, the AGS-17
Range: 5,000 ft
Damage:(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
Rate of Fire: ECHH
Payload: 200 round drum. Each cargo pannier can hold an additional 200 rounds.
Cost: 19,000 credits; SDC rounds cost 40-60 credits each, Crowd Control rounds cost 20 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each, micro-fusion(rarely available on the open market) cost 1,500 credits each, Incendiary cost 600 credits each.
j)40mm Automatic Grenade Launcher
Range: 7,000 ft
Damage: Identical to the WI-GL20;
Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
and Plasma rounds do 1d4x10+10 to a 5-foot radius.
A 3 round burst of frag shells does 1d4x10 to a 15 foot radius,
a burst of 3 AP shells does 2d4x10 to a 5 foot radius,
and a burst of 3 plasma shells does 3d4x10 to an 8 foot blast radius
A 5 round burst of frag shells does 1d6x10 to a 20 foot radius,
a burst of 5 AP shells does 2d6x10 to a 6 foot area,
and a burst of 5 plasma shells does 3d6x10 to a 10 foot radius.
A 10 round burst of frag shells does 2d6x10 to a 40-foot radius.
A 10 round AP burst does 3d6x10 to an 8-foot area,
and a 10 round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: Standard
Payload: 200 round drum. Each cargo pannier can hold an additional 200 rounds.
Cost: Black Market examples cost 180,000 credits, but PS would/will ideally market the weapon for 50,000 credits for the launcher; the cost is in the larger projectiles
k)PS-RG-60 Heavy Rail Gun( a copy of an imported Russian design)
Range: 5,000 ft
Damage: 1d6x10 per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum
Cost: 100,000 credits
l)45mm Rail Gun---A modified, longer-ranged version of the PS-HRG05 'Hellshot' Rail Cannon.
Range: 5,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; equal to the combined hand to hand attacks of the pilot
Payload: 50 shots. Each cargo pannier can hold an additional 60 shots
Market Cost: 300,000 credits, 800 credits per penetrator round
m)PS-US-RG14PS Boom Gun---PS produces a high-powered rail gun akin to the Glitterboy’s RG-14, only with a different mounting, style, and lack of laser-reflective armor
Range: 11,000 ft
Damage: 3d6x10 MD per shot
Sonic shock effects remain unchanged.
Rate of Fire: ECHH
Payload: 180 rd drum. Each cargo pannier can hold an additional 180 shots
Cost: 280,000 credits
n)Mini-Missile Rifles(x2)---Available to the Paladin Steel versions. PS-MMLR-14 Mini-Missile Launcher ---One of Paladin Steel’s minor triumphs of reverse-engineering has been the knockoff of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower. Can be mounted singly or in two-gun mounts.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Each cargo pannier can hold an additional 20 mini-missiles
Cost: 36,000 credits per launcher
o)Short Range-Missile Drums(2)---This is simply a copy of Triax’s TX-871MM Rotary Missile Drum
Range: Varies by Missile Type(Short Range)
Damage: Varies by Missile Type(Short Range)
Rate of Fire: Volleys of 1-48
Payload: 48 each drum, 96 total.
Cost: 6.2 million credits, 7 million credits for a complete system with separate targeting system(+2 to strike with the missiles within a 6,000 ft range)
p) Pulse Lasers(2)
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: ECHH
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip, Effectively Unlimited if nuclear powered.
Cost: 78,000 credits per cannon
q)Laser Cannon Pod(1)---A heavier single-barrel laser cannon, based on a weapon acquired from South America(the ATL-7 Anti-Tank Laser)
Range: 3,000 ft
Damage: 3d6x10+10 MD per single shot
Rate of Fire: Four shots per melee
Payload: 100 shot battery. Effectively Unlimited if nuclear powered.
Cost: 180,000 credits
r)PSMBL-5000B Laser Cannon(1)---Based on an imported Japanese weapon design
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: 100 shot battery. Effectively Unlimited if nuclear powered.
Cost: 100,000 Credits
s)Ion Cannon(1)
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Payload: 200 shot battery for conventionally-powered models, effectively unlimited for nuclear-powered
Cost: 240,000 credits
*Options: For additional credits, the ion cannon can be modified for a scatter-shot mode; Reduce range to 2,000 ft, but does 5d6 MD to a 15 ft wide area. Cost: 9,000 credits
t)Heavy Ion Cannon(1)
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 250,000 credits
u)Ion Assault Cannon(1)---This is a copy of Triax’s TX-884I Ion Cannon/Missile Launcher rig for the Jaeger, complete with medium range missile launchers.
Range: (Ion Cannon) 4,000 ft
(Medium Range Missiles) Varies by Missile Type
Damage: (Ion Cannon) 1d6x 10 MD per blast
(Medium Range Missiles) Varies by Missile Type
Rate of Fire: (Ion Cannon) ECHH
(Medium Range Missiles) Volleys of 1-4
Payload: (Ion Cannon) Effectively Unlimited
(Medium Range Missiles) 6 per launch box, 12 total
Cost: 8 million credits
v) Particle Beam Cannon(1)---PS-AWD-DBPBC-2; based on the Mechanoid Exterminator Double-Barreled Particle Beam Cannon
Range: 4,000 ft
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited linked to nuclear power source.
Cost: 3.8 million credits
w)Particle Beam Cannon(1)-----a knockoff of Triax’s TX-843CP
Range: 3,000 ft
Damage: 2d4x10 MD single blast
Rate of Fire: EGCHH
Payload: 120 shot battery. Effectively unlimited linked to nuclear power source.
Cost: 7.8 million credits
x)Plasma Cannon(1)
Range: 2000 ft
Damage: 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
Rate of Fire: ECHH
Payload: 200 shot battery for conventionally-powered models, effectively unlimited for nuclear-powered
Deuterium Gas Reservoir has enough gas under pressure for 200 shots.
Cost: 100,000 credits, plus 3,500 credits per deuterium ‘hotshot’ cartridge.
y)Heavy Plasma Cannon(1)
Range: 1,200 ft
Damage: 1d6x10 MD per single blast, 2d6x10 MD per double blast
Rate of Fire: Four times per melee
Payload: 200 shot battery. Effectively Unlimited if nuclear powered.
Cost: 60,000 credits for one, 120,000 credits for dual mounting
z) Tools---- Backhoe---Rather than a weapon, the cyborg can mount a digger on the rear pintle instead. Alternatively, the cyborg can mount an A-frame hoist, winch and crane on the rear pintle.
Cost: 5,000 credits for the backhoe, 3,000 credits for the A-frame and winch.
2) Forearm-Mounted Weapons(2)---These are conventional cyborg forearm hardpoints that can accept any of the standard cyborg forearm weapons.
3)(Optional) Back Hardpoint Mount---Copied from Russian hardware, this fits a more traditional shoulder/back-mounted heavy weapon pintle on a powered gyro-stabilized mount. For those who really want to max out on firepower.
4) Hand-held weapons---Maczek conversions can pick up and use any infantry-scale weapon, including cyborg-scaled weaponry. Russian Warlord weapons are a favorite, along with Triax weapons if they can be obtained.
5)Hand to Hand Combat---The Maczek is limited to performing upper-body attacks, such as punches, and possibly ramming and riding over fallen opponents.
Restrained Punch 1d4 MD
Full Strength Punch 2d4 MD
Power Punch( 2 attacks) 4d4 MD
Judo-Style Throw/Flip 1d6 MDC
Body Block/Ram: (2 attacks) 1d8 MD
Options:
The Maczek can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with additional weaponry and sensors. Unless the cyborg is a non-human, extra limbs are rarely ever added.
*Grapnel Launcher and Winch----Compressed air launcher for a cable hook/grapple and tow line. Range: 100 ft and body-attached winch can pull up to 4 tons. Cable has roughly 5 MDC. Typically used for extricating the cyborg from mud, and hoisting it up slopes. Two can be mounted, one fore and one aft. Cost: 10,000 credits
*Turret-Table---This fits the tread chassis with a turntable atop it, allowing the weapon pintle and upper torso to turn as one unit and be brought to bear without having to reposition the lower body, allowing for any mounted heavy weapons a full 360-degree arc of fire. This option adds 400 lbs and 6 inches of height to the cyborg, but increases range of motion considerably.
Cost: 40,000 credits
*Gunshield---The rear gun mount can be fitted with a larger than normal gun shield that affords protection to both the weapon and the cyborg’s upper torso. In standard operations, this effectively protects the cyborg’s back. MDC: 180, Cost: 24,000 Credits
*Thermal Armor---More often than not seen on foundry worker cyborgs. Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage
----Cost: +1 million credits
*Chemical Resistant Armor----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage. Often seen on hazmat response worker cyborgs.
----Cost: +1.1 million credits
*Tesla Fist---This takes up the space of any forearm weapons in an arm, and mounts a powerful electrical/ion projection system
Range:(Tazer) Melee
(SDC Beam) 2,000 ft
(Shock Bolt) 2,000 ft
Damage:(Tazer)Similar to a Shock Rod; 5d6 SDC, plus 55% chance of stunning humans, d-bees, and small animals for 1d4 melees, 15% against large or inhumanly powerful beings. Cumulative effects same as for Electro-Stunner(see pg 50 of Coalition: Lone Star).
(SDC Beam) 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems).
(Shock Bolt)4d6+5 MD per single shot, 55% chance of knocking out unshielded cybernetics for 1d4 melees. On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 74,000 credits
*Body Spikes----Many Maczeks invest in mounting spikes over portions of their cyborg bodies. These typically add 1d4 SDC/MD damage to punches and inflict similar damage on anybody punching or tackling the cyborg. Cost: 4,000-10,000 credits depending on number and placement.
* Smoke Mortars---Mountable gas grenade launchers for providing covering smoke. 1-4 clusters are typically mounted.
Range: 500 ft
Damage: None, smoke(chemical agents such as tear gas can be substituted) in 10 ft radius.
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 6 smoke grenades per launcher, 12 total
Cost: 3,500 credits for the launchers
*Flechette Packs----Located around the cyborg, especially on the lower torso, are special ‘reactive armor’ panels that can be also be triggered as antipersonnel grenades, just like those mounted on AFVs. This is one of several similar systems currently in service/under development by PS.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the ‘borg takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the ‘borg, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-4
Payload: Each side of the ‘borg(sides, front, back) can be fitted with one flechette pack each(4 total). Two more can be mounted on the weapon gunshield(if any)
Cost: 200 credits per flechette pack
*Mine Detector-----A detection coil can be installed on the prow, and uses a variety of magnetic, chemical, and ground sonar detection systems to sniff out mines and buried ordinance. 85% accuracy.
Cost: 3,500 credits
*Dozer Blade---This is bulldozer/payloader blade that can be attached to the front, and raised up to 7 ft high by hydraulics, turning the cyborg into a land clearance vehicle. Very popular in winter for snow removal.
MDC of Blade: 80
Cost: 3,000 credits
*Hedgerow Cutters---A classic and simple device inspired by accounts of the Second World War, this device simply consists of sharpened blades of megadamage armor mounted to the front of the cyborg, and used for assisting in getting it through dense underbrush, though it can also aide in ramming doors and vehicles. Adds +1d4 MD to a ram attack. Cost: 1,000 credits
A vibroblade version is also available; it does 3d6 MD and costs 15,000 credits.
*Heavy Duty Treads---Designed for SERIOUS offroading, with heavier tread-pads(some call them ‘claws’), these treads can allow the cyborg to speed up 60-degree slopes, and have heavier armor(150 MDC each) but tend to tear up the landscape and reduce speed to 60 MPH). Cost: 40,000 credits a set.
*Extendable Grousers---Extendable/retractable extensions to the outside edge of the tracks, expanding the surface contact area, and improving traction over soft earth and snow(no movement penalties for traveling over either surface). A flip of a switch deploys/deactivates them. Compatible with Heavy Tracks and Stealth Tracks. Cost: 80,000 credits a set.
*Stealth Treads---Specially articulated treads that reduce the noise generated by the mechanical movement. Reduce speed by 1/3, but base prowl ability of 65%.
Cost: 50,000 credits a set.
*Camou-Shroud---A variant of PS’s portable ‘scrambler’ shelter, only larger to cover the tank. This is a portable folding shelter that can be erected in minutes, providing protection from the elements, limited megadamage protection, as well as concealment from electronic and infrared/thermographic detection.
The ‘Shelter’ consists of a yard-long ‘can’ that looks like a large drum. When activated, about a dozen articulated ‘spider leg’ structural members of carbon composite branch out, anchor themselves in the ground, and form the skeleton of a dome-shaped igloo roughly 7 ft tall by 20 ft in diameter. The pod then deploys a cover sheet of special plastics, with a camouflage print, and integral sensor-baffling elements.
The Camouflage pattern sheet can be chemo-switched to any one of seven different configurations. The support elements create a degaussing ‘bubble’ that scrambles radar signals(incoming and outgoing), as well as disrupting magnetic resonances(fouling Magnetic Anomaly Detectors), while the fabric itself insulates and dissipates the infrared and thermal emissions and signatures of the occupants, rendering those means of detection less effective.
Care must be taken in setting up the Shelter---The igloo is not invisible to naked eyeball optical searches, so ‘blending’ the shelter into the natural landscape contours is essential for best results. For maximum comfort, a ground sheet or surfacing can be put down first.
The entire shelter can deploy/retract for stowage in 1 melee
MDC: The tent provides about 60 MDC of protection, however, against explosions, it is less effective(being non-rigid, shockwaves pass through its fabric), so explosives will do HALF damage to the occupants, regardless of how much MDC is left in the tent.
Special Features:
*Waterproofing
*Fire Proofing---Can handle temperatures up to 300 degrees centigrade. Normal fires do NO damage
*Minimal Radiation Shielding--The fabric shell provides some protection against radiation(such as that from expended U-rounds laying nearby, or fallout), but is not recommended for protection in ‘hot’ zones (good for maybe 5-6 minutes of exposure).
*Chameleon-cloth Fabric---Can assume one of seven preset color configurations.
*Thermal Insulation-Infrared and Thermographic sensors are -20% to detect the shelter.
*Electronic Insulation- Radar, MAD, and EM sensors are -15% to detect the shelter
*Extendable Fiber-optic Periscope
Cost: 80,000 credits; currently unavailable outside GNE military forces and approved affiliates.
Variants:
*PS-R-15 ----Fully robotic version of the Maczek. Both labor and combat versions are employed in the GNE.
Programming:
The following MILITARY Robot Programs are available to the R-15, at a 25% discount: Basic Military Combat, Military Communications Language Program, Mechanical, Military Support, Pilot Related, Special(Basic) Hand to Hand Combat Program, Weapons Proficiencies(Ancient), Weapons Proficiencies(Modern).
An ABBREVIATED version of the Military Strike Force program, focusing strictly on bomb-disposal, is also available, with the following skills: Basic Electronics 90%, Basic Mechanics 90%, Demolitions 94%, Demolitions Disposal 92%, Demolitions Underwater 90%, Computer Operation 96%, and Trap/Mine Detection 85%, and costs 500,000 credits
Military Communications : Basic, Military Communications Specialized, Military Intelligence, Military : Naval/Aquatic, , Military Specialized Physical, Military Strike Force, Personality Emulation Program, Technical: Computers, and Wilderness are all available, but at the standard cost.
Can be programmed with any of the Domestic/Commercial Programs(Discount the price of programming by 25% for in-GNE sales).